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Designing Adventure: Can a Megadungeon... not be a dungeon at all?
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<blockquote data-quote="Quickleaf" data-source="post: 8317421" data-attributes="member: 20323"><p>Wow, that's a gorgeous and well conceived map. Great example!</p><p></p><p>If I were doing an open-air megadungeon, I would aim to address flight through judicious use of (a) isolation / blocking, (b) aerial hazards, and (c) lures.</p><p></p><p>The idea being that, yes, you can survey the surface with unimepeded <em>arcane eye,</em> sending a flying familiar to scout, or everyone jumping on the flying carpet, but the major quests require you to go underground / past indoor defenses.</p><p></p><p>Then you can start to get creative with how open-air, flight, isolation/block, aerial hazards, and lures work each of your zones in the dungeon.</p><p></p><p>For example, take a funnel-shaped basin, shear off portions of the interior which now become "open-air" in a "surveying the many dark entrances as we fly lower and lower into the pit" kind of feeling. Add some cascading waterfalls which further limit access and explain a pool of water at the bottom. Then have a dragon obviously lairing there, but it's often out hunting, so there's a ticking time clock when the PCs enter the funnel. They can fly in to survey their options, but then they've got to delve to pursue quest objectives, all in the back of their head that if they're not either expeditious or able to find an alternate exit, the dragon may have returned when they attempt to fly out.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8317421, member: 20323"] Wow, that's a gorgeous and well conceived map. Great example! If I were doing an open-air megadungeon, I would aim to address flight through judicious use of (a) isolation / blocking, (b) aerial hazards, and (c) lures. The idea being that, yes, you can survey the surface with unimepeded [I]arcane eye,[/I] sending a flying familiar to scout, or everyone jumping on the flying carpet, but the major quests require you to go underground / past indoor defenses. Then you can start to get creative with how open-air, flight, isolation/block, aerial hazards, and lures work each of your zones in the dungeon. For example, take a funnel-shaped basin, shear off portions of the interior which now become "open-air" in a "surveying the many dark entrances as we fly lower and lower into the pit" kind of feeling. Add some cascading waterfalls which further limit access and explain a pool of water at the bottom. Then have a dragon obviously lairing there, but it's often out hunting, so there's a ticking time clock when the PCs enter the funnel. They can fly in to survey their options, but then they've got to delve to pursue quest objectives, all in the back of their head that if they're not either expeditious or able to find an alternate exit, the dragon may have returned when they attempt to fly out. [/QUOTE]
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